nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Ak su s dph tak nic strasne, dali sa ocakavat aj vyssie.
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Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Viete preco maju GTX470 a GTX480 tie dve diery v PCB? Ako iste viete uz od zaciatku mali velke problemy s prehrievanim kariet.
Ale potom prisli na bravurne riesenie. Povedali si: Cokeby sme tie miesta, kde sa karty najviac zahrievaju jednoducho vyrezali
a tak vyriesili problem s prehrievanim? A predstavte si, oni to dokazali!
Ale potom prisli na bravurne riesenie. Povedali si: Cokeby sme tie miesta, kde sa karty najviac zahrievaju jednoducho vyrezali
a tak vyriesili problem s prehrievanim? A predstavte si, oni to dokazali!
- kore
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Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Nahodou tie diery v PCB su pekne, a este k tomu aj cierne PCB!.. lahoda. Len zase to bude vypekat ako.. a hore na pcb nieje ten pliesok ktory bol myslim na 295?
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Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Ďalšia rozobratá GTX 480: http://www.atomicmpc.com.au/Gallery/170 ... ide.aspx/2" onclick="window.open(this.href);return false;
0,4ns GDDR 5
0,4ns GDDR 5
s pozdravom, crux.
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Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Hm, toto nevyzera na drtivu prevahu .... http://i42.tinypic.com/9vgvt4.jpg" onclick="window.open(this.href);return false;
Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
to je fake, ale môžem ti povedať, že v Crysis a Crysis Warhead sa momentálne GF100vkám nedarí...
s pozdravom, crux.
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Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Nemci si uz ale z toho robia aj srandu
http://extreme.pcgameshardware.de/attac ... .jpg?stc=1" onclick="window.open(this.href);return false;
http://extreme.pcgameshardware.de/attac ... .jpg?stc=1" onclick="window.open(this.href);return false;
Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Pár slov k Heaven 2.0 benchmarku:
http://www.overclock.net/8840643-post67.html" onclick="window.open(this.href);return false;
http://www.overclock.net/8840643-post67.html" onclick="window.open(this.href);return false;
If you go into the heaven 2.0 directory, you will find heaven.zip. If you unpack that, you can see all the mesh files. If you have the free SDK, you will find optimized code that looks for specific hardware before defaulting to a secondary engine.
It doesn't name what it is looking for, but it looks for a specific hardware string, and when it is not found, it just falls back to the old render.
The problem with seaming is still not resolved.
The Tessellation optimization is not truly in place. Instead, we have a series of improved render methods that stack on top of each other. One major flaw with the engine that I already see in version 2.0 is that it is basically version 1.0 with new extensions added that I have not seen before. They are not DX11 library files. They are something else.
I'm not going to say it's nVidia optimized, but it certainly drops a lot of tessellation in, without taking into consideration the fact that a computer will have to run other tasks while rendering it. The CPU usage is maxed out as well.
Running it on our NV simulator, I don't see any advantages, but out simulator is 9 months old, and exists in software to test for final game compatibility, and there are calls that do not exist in that simulator.
I suppose we will soon see. I still say Voxel rendering is more efficient. Seeing as Tessellation on the GTX 480 is handled through CUDA emulation, it can use as many stream processors as it needs to handle the tessellation... but this does not take into account out of order processing, Physx, scenario render, destructible environments, or any other real world scenario.
In short, version 2.0 looks as broken as version 1.0.
We never got to get out hands on 1.1, and Unigine would not send it to me, stating that they did not produce it. I later found out that nVidia bought a license and produced 1.1. As far as I can see, this is not a real world scenario.
The environments are pretty, but they failed to use tessellation gap fill by overlapping or crossing the seams. It looks like it was thrown together to meet a launch date.
s pozdravom, crux.
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Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
mozno to niekomu uniklo
Obrov zmazany clanok "gtx 470 ako karta roku"
http://www.federmann.cz/images/stories/ ... %20470.mht" onclick="window.open(this.href);return false;
Obrov zmazany clanok "gtx 470 ako karta roku"
http://www.federmann.cz/images/stories/ ... %20470.mht" onclick="window.open(this.href);return false;
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Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
tak ono je to všetko pekné, návrhy kariet sú tiež pekné, len nech sa to kua už aj v tom výkone ukáže
ten chladič na 480 musí stáť pomaly to, čo polovička jadra GF100
ten chladič na 480 musí stáť pomaly to, čo polovička jadra GF100
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Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
http://semiaccurate.com/2010/03/23/nvid ... g-gtx480s/" onclick="window.open(this.href);return false; ak je to pravda tak...
Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Krasne.. takze ku 10 gtx480 a 470 musia brat 60 na .... kariet to je biznis.. aby sa vypratali sklady
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Re: nVidia - GT3xx/GF1xx pôvodne 4.Q O9, Direct3D 11, Cuda 3
Este povedzme GTS250 je predajny hardware... Ale GT210/220 ma fakt minoritny trh.